/Engine/Plugins/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h
This function checks if the requisite conditions have been met for the trigger to fire. Returns Trigger State None - No trigger conditions have been met. Trigger is inactive. Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Trigger") [ETriggerState](API\Plugins\EnhancedInput\ETriggerState) UpdateState ( const [UEnhancedPlayerInput](API\Plugins\EnhancedInput\UEnhancedPlayerInput) * PlayerInput, [FInputActionValue](API\Plugins\EnhancedInput\FInputActionValue) ModifiedValue, float DeltaTime )